Skeleton Arcane Blade.. I made it out, now where to go?

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martinuzz
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Skeleton Arcane Blade.. I made it out, now where to go?

#1 Post by martinuzz »

Finally, I managed to get a skeleton Arcane Blade out of the starter dungeon. I even cleared a nasty mage vault, on the way.
(That's probably why I've never gotten one out before, I *always* open vaults and get to start over a lot :D )
The boss was kind enough to supply me with a Wintertide Phial. I exited with my inventory overflowing with infusions and runes.

On my way to Derth, I found a wandering apprentice, and made him happy with 8 elm staves. 2 to go for that mission.
In Derth, I sold almost all my stuff, except a nice dualist's phase door rune, which I applied to replace my starter's phase door rune. This netted me the 75 cash I wanted, for the local armor shop offered the Girdle of the Calm Waters.
My char is now the proud owner of aforementioned girdle.

Sooo.. Level 5 now, I've invested all my points in my skelly base talent, so that's at max, and Flame is maxed too.
I've put a point in Fiery hands, one in Arcane Dexterity, and another one in Stunning Blow, so that's at 2/5.
Most stat points were evenly distributed between magic and constitution, with a few more in strenght.
Obviously, the next dungeon I should visit is the Trollmire, to get that Rod of Recall.
But what dungeon should I go for after that? Old Forest, or bashing some more undead?
With a living character I'd go to the Old Forest first, but with the undead, I'm not sure which dungeon danger level balances out best against my increased player level.
Any advice, also regarding skills and stats welcome.

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Re: Skeleton Arcane Blade.. I made it out, now where to go?

#2 Post by Final Master »

First, you could post your character dump to make it a bit easier for us to find specifics on your character.

Second - I'd recommend doing the Maze first, as there is a world portal on the bottom floor so you don't need the RoR - and with no escorts you won't lose any. Also, the levels you gain in there will directly apply to the escorts, making them survive a lot easier. If you fear the Maze, then ya, do the mire.

Second, as you are a skelly - I recommend doing the general quests - merchant, cursed if you can hit lvl 10 - otherwise go ahead and do OF and go on down to the Lake of Nur if you are interested in the house at all. Honestly, it's not needed/nothing fancy yet, so you can avoid doing it if you wish. Plus, the bloated horrors there are vast in number and have quiet a high ability to kill.

From there, I'm sure you know the general play through - Derth Quest followed by Kor Pul or vice versa, then do Daikara followed by SWL then go down to dreadfell followed by heading east.
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martinuzz
Archmage
Posts: 399
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Location: Netherlands

Re: Skeleton Arcane Blade.. I made it out, now where to go?

#3 Post by martinuzz »

Thanks for the advice! I'll go find out after this post how to make a character dump.
I'm already done doing the Trollmire though, so too late to do the maze first lol.
Bill dropped me a nice ring, that boosts my fire damage by 6%.
He also dropped a randart ash staff, which a lot of characters would *love* to have. It grants waterbreathing.
Skeletons posess this naturally, as far as I can see when crossing lakes, so it's nothing more than nice cash for me I guess.

And I have to admit; nope, the rest of the game isn't that well known to me.
I didn't get any characters above level 17 so far, and I've just unlocked mages with this char :D
I tend to die a lot in Kor'Pul, and due to always opening vaults, playing without extra lives.
So quite possibly there'll be more questions if my character survives long enough for that.


EDIT: voila, character dump

Code: Select all

Sex              : Male         STR:  30
Race             : Skeleton     DEX:  27
Class            : Arcane Blade MAG:  21
Level            : 8            WIL:  13
Exp              : 35%          CUN:  14
Gold             : 17.54        CON:  16

Attack(Main Hand):  29          Life             :     250/250  Encumbrance      : 69/94
Damage(Main Hand):  30          Stamina          :     107/107  Difficulty       : Hardcore
APR   (Main Hand):   1          Mana             :     75/117
Crit  (Main Hand):   1%         
Speed (Main Hand): 1.00         
                                
                                

Fatigue          : 8%           Spellpower       : 31.805
Armor            : 7            Spell Crit       : 2.2%
Defense          : 10.95        Spell Speed      : 1
Ranged Defense   : 10.95        

Fire damage      : 8.655819438896%

Physical Save    : 11.5
Spell Save       : 8.5
Mental Save      : 6.75

All Resists:   0%
Cold Resist(cap):  20%( 70%)
Nature Resist(cap):  20%( 70%)
Blight Resist(cap):  20%( 70%)
Poison Resistance: 100%
Bleed Resistance: 100%
Fear Resistance: 100%

Number of NPC killed: 429
Most killed NPC: giant white rat (72)

  [Talents Chart]

 - Technique / Two-handed weapons     (mastery 1.10)
    Stunning Blow (class)             3/5
    Sunder Armour (class)             0/5
    Sunder Arms (class)               0/5
    Blood Frenzy (class)              0/5
 - Technique / Combat techniques      (mastery 1.10)
    Precise Strikes (class)           0/5
    Rush (class)                      0/5
    Perfect Strike (class)            0/5
    Blinding Speed (class)            0/5
 - Technique / Combat training        (mastery 1.10)
    Heavy Armour Training (generic)   0/5
    Massive Armour Training (generic) 0/5
    Health (generic)                  0/5
    Weapon Combat (generic)           2/10
    Weapons Mastery (generic)         0/10
    Knife Mastery (generic)           0/10
 - Technique / Magical combat         (mastery 1.30)
    Arcane Combat (class)             1/5
    Arcane Dexterity (class)          1/5
    Arcane Feed (class)               0/5
    Arcane Destruction (class)        0/5
 - Cunning / Survival                 (mastery 0.90)
    Trap Detection (generic)          0/5
    Heightened Senses (generic)       0/5
    Trap Disarm (generic)             0/5
    Evasion (generic)                 0/5
 - Spell / Fire                       (mastery 1.20)
    Flame (class)                     5/5
    Flameshock (class)                0/5
    Fireflash (class)                 0/5
    Inferno (class)                   0/5
 - Spell / Air                        (mastery 1.20)
    Lightning (class)                 0/5
    Chain Lightning (class)           0/5
    Feather Wind (class)              0/5
    Thunderstorm (class)              0/5
 - Spell / Enhancement                (mastery 1.20)
    Fiery Hands (class)               1/5
    Earthen Barrier (class)           0/5
    Frost Hands (class)               0/5
    Inner Power (class)               0/5
 - Undead / Skeleton                  (mastery 1.10)
    Skeleton (generic)                5/5
    Sharp Bones (generic)             0/5
    Bone Armour (generic)             0/5
    Re-assemble (generic)             0/5

  [Inscriptions (3/3)]

Rune: Phase Door
Rune: Shielding
Rune: Manasurge

  [Current Effects]

- Arcane Combat
- Fiery Hands

  [Completed Quests]

 -- An apprentice task
You met a novice mage who was tasked to collect many staves or jewelry.
He asked for your help should you collect some that you do not use.
   * 10/10   
 -- Scrying for dummies
You have found an object that seems to be unique. It looks like it has hidden powers within.
Go to the town of Derth, to the south of the Trollmire, and talk to the local scryer. Maybe she can be of help.
 -- The rotting stench of the dead
You have been resurrected as an undead by some dark powers.
However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world.
You have found a very special cloak that will help you walk among the living without trouble.

  [Active Quests]

 -- Into the darkness
It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.
   * You must explore the Old Forest and find out what lurks there and what treasures are to be gained!   
   * You must explore the Maze and find out what lurks there and what treasures are to be gained!   
   * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!   
   * You must explore the Daikara and find out what lurks there and what treasures are to be gained!   

  [Character Equipment]

 In main hand
a) iron greatmaul (13.5-20.25 power, 1 apr)
   Type: weapon / greatmaul
13 Power [Range 1.50] (+120% Strength), 0 Attack, 1 Armor Penetration, Crit 0%
Damage type: physical

 In off hand
 On fingers
b) gold ring of constitution (+2)
   Type: jewelry / ring
When wielded/worn:
Increases stats: 2 Constitution.

c) copper ring of burning (+6%)
   Type: jewelry / ring
When wielded/worn:
Increases damage type: 6% fire.

   Dropped by Bill the Stone Troll
 Around neck
 Light source
d) Wintertide Phial
   Type: lite / lite
When wielded/worn:
Light radius 1
Infravision radius 6

   Dropped by Half-Finished Bone Giant
 Main armor
e) reinforced leather armour (4 def, 7 armor)
   Type: armor / light
When wielded/worn:
Armor 7, Defense 4, Ranged Defense 0
Fatigue 8%

 Cloak
f) Cloak of Deception
   Type: armor / cloak
When wielded/worn:
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 5
Spellpower 5, Spell Crit 0%

   Dropped by Necromancer
 On head
g) linen wizard hat of cunning (+2) (1 def, 0 armor)
   Type: armor / head
When wielded/worn:
Armor 0, Defense 1, Ranged Defense 0
Increases stats: 2 Cunning.

 Around waist
h) Girdle of the Calm Waters
   Type: armor / belt
When wielded/worn:
Increases stats: 3 Willpower.
Increases resistances: 20% blight,20% cold,20% nature.
Increases all healing by 30%

 On hands
 On feet
 Tool
i) iron pickaxe (dig speed 37 turns)
   Type: tool / digger
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
 Quiver

  [Player Achievements]

'The secret city' was achieved for Discovered the truth about mages. At 2011-01-21 00:20:13

  [Character Inventory]

a) regeneration infusion [heal 81 over 5 turns]
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 81 life over 5 turns.

It can be used to inscribe your skin with the infusion..
b) sun infusion [radius 6]
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to brighten the area in a radius of 6. It also reveals any stealthy creatures.

It can be used to inscribe your skin with the infusion..
c) wild infusion [resist 21%; cure hex, disease, magical, mental, poison, physical, curse]
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of hex, disease, magical, mental, poison, physical, curse effects and reduce all damage taken by 21% for 4 turns.

It can be used to inscribe your skin with the infusion..
d) wild infusion [resist 22%; cure physical, poison, curse]
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of physical, poison, curse effects and reduce all damage taken by 22% for 4 turns.

It can be used to inscribe your skin with the infusion..
e) Orb of Scrying
   Type: jewelry / orb
When carried:
It can be used to use the orb, costing 1 power out of 1/1.
f) phase iron dagger (5.5-7.15 power, 7 apr)
   Type: weapon / dagger
5 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 7 Armor Penetration, Crit 4%
Damage type: physical

   Dropped by orc assassin
g) poisonous iron longsword of massacre (6.5-9.1 power, 2 apr)
   Type: weapon / longsword
6 Power [Range 1.40] (+100% Strength), 0 Attack, 2 Armor Penetration, Crit 2%
Damage type: physical
Damage on strike(melee): 8 poison.
When wielded/worn:
Increases damage type: 8% physical.

   Dropped by Bill the Stone Troll
h) mighty cured leather sling of power
   Type: weapon / sling
0 Power [Range 1.10] (), 0 Attack, 2 Armor Penetration, Crit 0%
Damage type: physical
Firing range: 10
Default ammo(infinite):
16 Power [Range 1.20] (+70% Dexterity,+50% Cunning), 0 Attack, 2 Armor Penetration, Crit 4%
Damage type: physical
When wielded/worn:
Increases damage type: 8% physical.

   Dropped by Bill the Stone Troll
i) Growgrit the ash staff (7.5-9 power, 3 apr, blight damage)
   Type: weapon / staff
7 Power [Range 1.20] (+100% Magic), 0 Attack, 3 Armor Penetration, Crit 3%
Damage type: blight
When wielded/worn:
Allows you to breathe in: water.
Spellpower 3, Spell Crit 2%

j) elm staff (5-6 power, 2 apr, light damage)
   Type: weapon / staff
5 Power [Range 1.20] (+100% Magic), 0 Attack, 2 Armor Penetration, Crit 2%
Damage type: light
When wielded/worn:
Spellpower 1, Spell Crit 1%

k) voratun waraxe (38-53.2 power, 6 apr)
   Type: weapon / waraxe
38 Power [Range 1.40] (+100% Strength), 0 Attack, 6 Armor Penetration, Crit 7%
Damage type: physical

l) prismatic rough leather cap (0 def, 1 armor)
   Type: armor / head
When wielded/worn:
Armor 1, Defense 0, Ranged Defense 0
Fatigue 1%
Increases resistances: 10% light,10% darkness.

m) steel mail armour (2 def, 6 armor)
   Type: armor / heavy
When wielded/worn:
Armor 6, Defense 2, Ranged Defense 0
Fatigue 14%

   Dropped by forest troll
n) 146 shocking elm arrow (9.5-13.3 power, 5 apr)
   Type: ammo / arrow
9 Power [Range 1.40] (+70% Dexterity,+50% Strength), 0 Attack, 5 Armor Penetration, Crit 1%
Damage type: physical
When wielded/worn:
Damage on hit(ranged): 5 lightning.

   Dropped by skeleton archer
o) aquamarine
   Type: gem / blue
When wielded/worn:
Increases resistances: 4% all.
When used to imbue an object:
Increases resistances: 4% all.

p) topaz
   Type: gem / blue
When wielded/worn:
Armor 0, Defense 4, Ranged Defense 0
When used to imbue an object:
Armor 0, Defense 4, Ranged Defense 0

q) spinel
   Type: gem / green
When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0
When used to imbue an object:
Armor 0, Defense 2, Ranged Defense 0

r) brass lantern
   Type: lite / lite
When wielded/worn:
Light radius 2

s) Rod of Recall (1/1)
   Type: wand / wand
It can be used to recall the user to the worldmap, costing 1000 power out of 1000/1000.
   Dropped by Bill the Stone Troll

  [Last Messages]

Talent Flame is ready to use.
Talent Rune: Phase Door is ready to use.
Martinuzz casts Flame.
Martinuzz hits Bill the Stone Troll for 69.42 fire damage.
Martinuzz killed Bill the Stone Troll!
Welcome to level 7.
You have 3 stat point(s) to spend. Press G to use them.
You have 1 class talent point(s) to spend. Press G to use them.
You have 1 generic talent point(s) to spend. Press G to use them.
Welcome to level 8.
You have 6 stat point(s) to spend. Press G to use them.
You have 2 class talent point(s) to spend. Press G to use them.
You have 2 generic talent point(s) to spend. Press G to use them.
Talent Stunning Blow is ready to use.
There is more than one object lying here.
Talent Rune: Shielding is ready to use.
Martinuzz picks up (f.): copper ring of burning (+6%).
Martinuzz picks up (h.): poisonous iron longsword of massacre (6.5-9.1 power, 2 apr).
Martinuzz picks up (i.): mighty cured leather sling of power.
Lore found: Rod of Recall (1/1)
This rod is made entirely of voratun, infused with raw magical energies it can bend space itself.
This seems to be what the troll was keeping as "treasure". You have heard of such items before, they are very useful to adventurers, allowing faster travel.
You can read all your collected lore in the game menu, by pressing Escape.
Martinuzz picks up (r.): Rod of Recall (1/1).
Martinuzz picks up (j.): unblemished ash staff.
Martinuzz wears: copper ring of burning (+6%).
Talent Flame is ready to use.
Martinuzz casts Flame.
Martinuzz hits poison ivy for 77.74 fire damage.
Martinuzz killed poison ivy!
Talent Flame is ready to use.
Martinuzz hits giant white mouse for 40.00 physical damage.
Martinuzz killed giant white mouse!
There is an item here: topaz
Martinuzz picks up (p.): topaz.
Martinuzz casts Flame.
Martinuzz hits rattlesnake for 77.74 fire damage.
Rattlesnake is on fire!
Martinuzz hits rattlesnake for 25.91 fire damage.
Martinuzz hits rattlesnake for 25.91 fire damage.
Martinuzz killed rattlesnake!
Last edited by martinuzz on Fri Jan 21, 2011 5:01 am, edited 1 time in total.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Skeleton Arcane Blade.. I made it out, now where to go?

#4 Post by Sirrocco »

Early sandworm is another good choice, if you can get some decent teleportation and perhaps some mapping ability. I wouldn't suggest it before maze, but it makes a great follow-on. Alternately, the maze should leave you beefy enough that you won't have any problems getting escorts through the trollmire. Maze, then mire, then sandworm will mean that you have recall for the sandworm lair, and by the time you get done with that, you should be able to coast through Kor'Pul and the forest without having to worry about escort survivability. As far as sandworm lair goes, skellies don't have to worry about suffocating - if they get trapped in the dirt, they can just rest for a while. The only real danger is foolishness. If you get trapped in the dirt as a skelly, *stop* - having multiple tunnel squares collapse on you in quick succession will kill you from HP damage. Admittedly, it's not a particularly good place to try to level in, but the reward at the bottom is *excellent*.

martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

Re: Skeleton Arcane Blade.. I made it out, now where to go?

#5 Post by martinuzz »

Okay, mr. Minotaur is dead.
Got me a Skin of Many, Gwai's Burninator and a dwarven-steel greatsword, amongst lots of valuable but useless stuff.
I want to spend my category point on an infusion, but I'm not 100% sure which one. Regeneration seems logical, I have a duelist's in my pocket, but I have a nice 21% resist, cure all status effects wild infusion as well...
Which one should I take?

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: Skeleton Arcane Blade.. I made it out, now where to go?

#6 Post by Final Master »

First - if you would put your character dump between the code brackets - which are located between the Quote and List buttons at the top of a reply - that would make reading the dump much easier.

Also, runes/infusion choices don't actually matter a whole lot as long as you have 1 hp replenishing one, 1 wild, and as you are a mana user 1 manasurge. You can do without a tele rune as you have access to PD and Teleportation. I don't see AB's actually needing a fourth or fifth infusion slot - but that's at your discretion. MAYBE a shield rune but again, I don't think it's too necessary.

Also, if you would like to tell us how much you want/don't want to be spoiled, we can make your character's life much longer probably.

I don't want to spoil you much more than you already have been if you don't want it.
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Edge: Final Master... official Tome 4 (thread) necromancer.
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martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

Re: Skeleton Arcane Blade.. I made it out, now where to go?

#7 Post by martinuzz »

Rescued a Merchant. He'd better be grateful next time I see him

The Sandworm Queen died without too much trouble.
Level 13 now.
Didn't install any infusions yet, still playing with 3 runes.
I might indeed swap out phase door for regeneration. I rarely need it, and I have a wand of teleport for emergencies.

And yay, unlocked Wyrmics.
Onto the Old Forest it is then. :D

So far, those tips about doing the maze and sandworm lair before the Old Forest and Kor'Pul were golden.
I didn't see any escort in the Trollmire, so I guess the RNG owes me one.

Code: Select all

Sex              : Male         STR:  36
Race             : Skeleton     DEX:  28
Class            : Arcane Blade MAG:  33
Level            : 13           WIL:  20
Exp              : 5%           CUN:  12
Gold             : 256.07       CON:  32

Attack(Main Hand):  49          Life             :     546/546  Encumbrance      : 57/104
Damage(Main Hand):  56          Stamina          :     96/96    Difficulty       : Hardcore
APR   (Main Hand):   2          Mana             :     142/142
Crit  (Main Hand):   4%         
Speed (Main Hand): 1.00         
                                
                                

Fatigue          : 19%          Spellpower       : 45.84
Armor            : 17           Spell Crit       : 1.6%
Defense          : 18.3         Spell Speed      : 1
Ranged Defense   : 18.3         

Fire damage      : 10.905791804908%
Cold damage      : 3.668573842507%

Physical Save    : 24
Spell Save       : 20.25
Mental Save      : 15

All Resists:   0%
Cold Resist(cap):  20%( 70%)
Nature Resist(cap):  20%( 70%)
Blight Resist(cap):  20%( 70%)
Poison Resistance: 100%
Bleed Resistance: 100%
Fear Resistance: 100%

Number of NPC killed: 808
Most killed NPC: giant white rat (72)

  [Talents Chart]

 - Technique / Two-handed weapons     (mastery 1.10)
    Stunning Blow (class)             3/5
    Sunder Armour (class)             0/5
    Sunder Arms (class)               0/5
    Blood Frenzy (class)              0/5
 - Technique / Combat techniques      (mastery 1.10)
    Precise Strikes (class)           0/5
    Rush (class)                      0/5
    Perfect Strike (class)            0/5
    Blinding Speed (class)            0/5
 - Technique / Combat training        (mastery 1.10)
    Heavy Armour Training (generic)   1/5
    Massive Armour Training (generic) 0/5
    Health (generic)                  2/5
    Weapon Combat (generic)           5/10
    Weapons Mastery (generic)         0/10
    Knife Mastery (generic)           0/10
 - Technique / Magical combat         (mastery 1.30)
    Arcane Combat (class)             1/5
    Arcane Dexterity (class)          2/5
    Arcane Feed (class)               2/5
    Arcane Destruction (class)        1/5
 - Cunning / Survival                 (mastery 0.90)
    Trap Detection (generic)          1/5
    Heightened Senses (generic)       0/5
    Trap Disarm (generic)             0/5
    Evasion (generic)                 0/5
 - Spell / Fire                       (mastery 1.20)
    Flame (class)                     5/5
    Flameshock (class)                2/5
    Fireflash (class)                 0/5
    Inferno (class)                   0/5
 - Spell / Air                        (mastery 1.20)
    Lightning (class)                 0/5
    Chain Lightning (class)           0/5
    Feather Wind (class)              0/5
    Thunderstorm (class)              0/5
 - Spell / Enhancement                (mastery 1.20)
    Fiery Hands (class)               2/5
    Earthen Barrier (class)           1/5
    Frost Hands (class)               1/5
    Inner Power (class)               0/5
 - Undead / Skeleton                  (mastery 1.10)
    Skeleton (generic)                5/5
    Sharp Bones (generic)             0/5
    Bone Armour (generic)             0/5
    Re-assemble (generic)             0/5

  [Inscriptions (3/3)]

Rune: Phase Door
Rune: Shielding
Rune: Manasurge

  [Current Effects]

- Frost Hands
- Arcane Feed
- Arcane Combat
- Fiery Hands

  [Completed Quests]

 -- An apprentice task
You met a novice mage who was tasked to collect many staves or jewelry.
He asked for your help should you collect some that you do not use.
   * 10/10   
 -- Trapped!
You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.
 -- Scrying for dummies
You have found an object that seems to be unique. It looks like it has hidden powers within.
Go to the town of Derth, to the south of the Trollmire, and talk to the local scryer. Maybe she can be of help.
 -- The rotting stench of the dead
You have been resurrected as an undead by some dark powers.
However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world.
You have found a very special cloak that will help you walk among the living without trouble.

  [Active Quests]

 -- Into the darkness
It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.
   * You must explore the Old Forest and find out what lurks there and what treasures are to be gained!   
   * You have explored the Maze and vanquished the Minotaur.   
   * You have explored the Sandworm Lair and vanquished their Queen.   
   * You must explore the Daikara and find out what lurks there and what treasures are to be gained!   

  [Character Equipment]

 In main hand
a) dwarven-steel greatsword (37-59.2 power, 2 apr)
   Type: weapon / greatsword
37 Power [Range 1.60] (+120% Strength), 0 Attack, 2 Armor Penetration, Crit 3%
Damage type: physical

   Dropped by gelatinous cube
 In off hand
 On fingers
b) copper ring of burning (+6%)
   Type: jewelry / ring
When wielded/worn:
Increases damage type: 6% fire.

   Dropped by Bill the Stone Troll
c) copper ring of constitution (+3)
   Type: jewelry / ring
When wielded/worn:
Increases stats: 3 Constitution.

   Dropped by red ooze
 Around neck
d) gold amulet of willpower (+3)
   Type: jewelry / amulet
When wielded/worn:
Increases stats: 3 Willpower.

 Light source
e) Wintertide Phial
   Type: lite / lite
When wielded/worn:
Light radius 1
Infravision radius 6

   Dropped by Half-Finished Bone Giant
 Main armor
f) Skin of Many (12 def, 6 armor)
   Type: armor / light
When wielded/worn:
Armor 6, Defense 12, Ranged Defense 0
Fatigue 7%
Increases stats: 4 Constitution.
Increases talent masteries: -0.20 Cunning / Stealth.
Maximum life 40
Infravision radius 6

   Dropped by rogue
 Cloak
g) Cloak of Deception
   Type: armor / cloak
When wielded/worn:
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 5
Spellpower 5, Spell Crit 0%

   Dropped by Necromancer
 On head
h) Steel Helm of Garkul (0 def, 4 armor)
   Type: armor / head
When wielded/worn:
Armor 4, Defense 0, Ranged Defense 0
Fatigue 8%
Increases stats: 3 Strength,3 Constitution,4 Willpower.
Increases physical save: 7.
Increases spell save: 7.
Increases mental save: 7.

 Around waist
i) Girdle of the Calm Waters
   Type: armor / belt
When wielded/worn:
Increases stats: 3 Willpower.
Increases resistances: 20% blight,20% cold,20% nature.
Increases all healing by 30%

 On hands
j) dwarven-steel gauntlets (0 def, 2 armor)
   Type: armor / hands
When wielded/worn:
Armor 2, Defense 0, Ranged Defense 0

   Dropped by gelatinous cube
 On feet
k) pair of voratun boots (0 def, 5 armor)
   Type: armor / feet
When wielded/worn:
Armor 5, Defense 0, Ranged Defense 0
Fatigue 4%

   Dropped by red ooze
 Tool
l) iron pickaxe (dig speed 37 turns)
   Type: tool / digger
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
 Quiver

  [Player Achievements]

'Level 10' was achieved for Got a character to level 10. At 2011-01-21 02:44:47
'Rescuer of the lost' was achieved for Rescued the merchant from the assassin lord. At 2011-01-21 01:59:57
'The secret city' was achieved for Discovered the truth about mages. At 2011-01-21 00:20:13

  [Character Inventory]

a) duelist's regeneration infusion [heal 160 over 5 turns]
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 160 life over 5 turns.
Its effects scale with your Dexterity stat.

It can be used to inscribe your skin with the infusion..
   Dropped by Minotaur of the Labyrinth
b) wild infusion [resist 21%; cure mental, disease, magical, hex, curse, physical, poison]
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of mental, disease, magical, hex, curse, physical, poison effects and reduce all damage taken by 21% for 4 turns.

It can be used to inscribe your skin with the infusion..
c) Feathersteel Amulet
   Type: jewelry / amulet
When wielded/worn:
Fatigue -20%
Increases maximum encumberance: 20.

d) Orb of Scrying
   Type: jewelry / orb
When carried:
It can be used to use the orb, costing 1 power out of 1/1.
e) gold ring of regeneration (+1.40/turn)
   Type: jewelry / ring
When wielded/worn:
Regenerates 1.40 hitpoints each turn.

f) slime-covered steel greatmaul (23-34.5 power, 2 apr)
   Type: weapon / greatmaul
23 Power [Range 1.50] (+120% Strength), 0 Attack, 2 Armor Penetration, Crit 1%
Damage type: physical
Damage on strike(melee): 7 slime.

   Dropped by blue ooze
g) Growgrit the ash staff (7.5-9 power, 3 apr, blight damage)
   Type: weapon / staff
7 Power [Range 1.20] (+100% Magic), 0 Attack, 3 Armor Penetration, Crit 3%
Damage type: blight
When wielded/worn:
Allows you to breathe in: water.
Spellpower 3, Spell Crit 2%

h) magma elm staff of power (4-4.8 power, 2 apr, fire damage)
   Type: weapon / staff
4 Power [Range 1.20] (+100% Magic), 0 Attack, 2 Armor Penetration, Crit 2%
Damage type: fire
When wielded/worn:
Increases damage type: 10% fire.
Spellpower 5, Spell Crit 1%

   Dropped by Minotaur of the Labyrinth
i) rough leather belt of carrying
   Type: armor / belt
When wielded/worn:
Increases maximum encumberance: 10.

   Dropped by green ooze
j) slotted rough leather belt
   Type: armor / belt

   Dropped by yellow ooze
k) cashmere cloak (2 def, 0 armor)
   Type: armor / cloak
When wielded/worn:
Armor 0, Defense 2, Ranged Defense 0

   Dropped by blue ooze
l) Gwai's Burninator
   Type: wand / wand
It can be used to shoot a cone of fire, costing 30 power out of 75/75.
m) Rod of Recall (0/1)
   Type: wand / wand
It can be used to recall the user to the worldmap, costing 1000 power out of 421/1000.
   Dropped by Bill the Stone Troll
n) ash wand of detection (5/5)
   Type: wand / wand
It can be used to detect the presence of creatures around you, with 5 charges out of 5.
   Dropped by gelatinous cube
o) ash wand of detection (6/6)
   Type: wand / wand
It can be used to detect the presence of creatures around you, with 6 charges out of 6.
p) ash wand of teleportation (5/5)
   Type: wand / wand
It can be used to teleport randomly, with 5 charges out of 5.

martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

Re: Skeleton Arcane Blade.. I made it out, now where to go?

#8 Post by martinuzz »

I died in level 4 of the old forest to a couple of wretchlings, and phase door not getting me out of trouble.

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Skeleton Arcane Blade.. I made it out, now where to go?

#9 Post by Grey »

You're looking very strong now. Skin of Many + Wintertide combine well together for a big infravision sight radius. Shove a points into Heightened Senses for an even bigger range. Keep avoiding the lightning tree, it'll only dilute your Arcane Combat power. If you like Arcane Combat then pump more points into it - at max it'll trigger over 50% of the time. Helps to have a manasurge rune with a low cooldown.

Try and get 2 onyx rings made. You need gold rings (Angolwen) and onyx gems (Derth) and a bit of cash. These will be better than your current rings. Alternatively you might want quartz rings as you have no stun resistance, and it's almost essential to get at least 50% resistance.

Max out stunning blow and Flameshock to increase their stun durations. The former especially, as you should be using this against almost every enemy you encounter. Stunning Blow when maxed will keep an enemy stunned for as long as the cooldown of the talent. Not that any enemy can survive your assault for that long anyway... ;)

Earthen Barrier gets quite good with more points in it, though the mana price is high. At some point you'll want to raise Willpower more to have a bigger Mana pool. However you still need to keep investing in Str, Mag and Con, especially Con. Make sure to keep grabbing the Health talents in the Combat training tree.

Stop spending points in Weapon Combat unless you find yourself missing enemies lots, which shouldn't be happening with decent Str and Dex. Put a few points into Weapons Mastery to up your melee damage significantly. Arcane Destruction also causes a pretty big boost to damage output.

As for locations... Well, if you haven't done Kor'Pul and the Old Forest you should find them pretty easy now. Daikara is more of a challenge but you shouldn't have too much trouble with them. After that you get the really joyous vaults in Dreadfell :D
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Skeleton Arcane Blade.. I made it out, now where to go?

#10 Post by Grey »

Ack, I posted too late :(

Wretchlings are a nuisance. I usually teleport away when I see a bunch together.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

Re: Skeleton Arcane Blade.. I made it out, now where to go?

#11 Post by martinuzz »

Ah well, thanks for the tips anyways.
On the whole, it was a successful run, unlocking 2 classes.
I really enjoy playing Arcane Blades. Skeleton Arcane Blades especially. If only I managed to get them out of that starter dungeon more often.
Somehow the AB reminds me of the good old game, streetfighter.
Everytime I throw a Flame I think 'Ha-do-ken', and every time arcane combat kicks in 'sho-ryu-ken' :D

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Skeleton Arcane Blade.. I made it out, now where to go?

#12 Post by yufra »

martinuzz wrote: Somehow the AB reminds me of the good old game, streetfighter.
Everytime I throw a Flame I think 'Ha-do-ken', and every time arcane combat kicks in 'sho-ryu-ken' :D
You'll really like them in beta19 then... when flame (tlvl 5) and lightning (tlvl 1) are beams and kick in from arcane combat they no longer hit just the melee target but extend out until they hit a wall or would hit an ally. :D
<DarkGod> lets say it's intended

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Skeleton Arcane Blade.. I made it out, now where to go?

#13 Post by Grey »

Skeleton AB is a great combo. Tip for getting out of the starter dungeon - look out for skeletal enemies with high St, and use hit and run with Flame against them. Rooms of mages are the only thing it's nigh impossible to prepare against, though sometimes you can throw up a shield, duck round a corridor, stun the first that comes out and then leg it to a better tactical ground.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Skeleton Arcane Blade.. I made it out, now where to go?

#14 Post by greycat »

martinuzz wrote: He also dropped a randart ash staff, which a lot of characters would *love* to have. It grants waterbreathing.
If you are not too proud to exploit bugs... equip this staff. Then unequip it. You'll have permanent water breathing on that character.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Skeleton Arcane Blade.. I made it out, now where to go?

#15 Post by Sirrocco »

...or, just be skeleton, as this character was.

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